169 lines
3.7 KiB
GLSL
169 lines
3.7 KiB
GLSL
#define zoom 0.900
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#define tile 0.850
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#define speed2 0.0
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform float time;
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uniform vec2 resolution;
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#define time3 (time * 0.01)
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#define mouse vec2(sin(time3)/48., cos(time3)/48.)
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#define iterations 14
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#define formuparam2 0.79
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#define volsteps 5
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#define stepsize 0.390
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#define brightness 0.003
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#define darkmatter 0.400
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#define distfading 0.560
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#define saturation 0.800
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#define transverseSpeed zoom*2.0
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#define cloud 0.11
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float triangle(float x, float a) {
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float output2 = 2.0 * abs(2.0 * ((x/a) - floor((x/a) + 0.5))) - 1.0;
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return output2;
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}
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float field(in vec3 p) {
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float strength = 7. + .03 * log(1.e-6 + fract(sin(time3) * 4373.11));
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float accum = 0.;
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float prev = 0.;
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float tw = 0.;
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// Replace or uncomment the for-loop as intended in your logic
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float mag = dot(p, p);
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p = abs(p) / mag + vec3(-.5, -.8 + 0.1*sin(time3*0.7 + 2.0), -1.1+0.3*cos(time3*0.3));
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float w = exp(-float(0) / 7.);
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accum += w * exp(-strength * pow(abs(mag - prev), 2.3));
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tw += w;
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prev = mag;
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return max(0., 5. * accum / tw - .7);
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}
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void main() {
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vec2 uv2 = 2. * gl_FragCoord.xy / vec2(512) - 1.;
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vec2 uvs = uv2 * vec2(512) / 512.;
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float time2 = time3;
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float speed = speed2;
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speed = .01 * cos(time2*0.02 + 3.1415926/4.0);
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float formuparam = formuparam2;
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vec2 uv = uvs;
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float a_xz = 0.9;
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float a_yz = -.6;
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float a_xy = 0.9 + time3*0.08;
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mat2 rot_xz = mat2(cos(a_xz),sin(a_xz),-sin(a_xz),cos(a_xz));
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mat2 rot_yz = mat2(cos(a_yz),sin(a_yz),-sin(a_yz),cos(a_yz));
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mat2 rot_xy = mat2(cos(a_xy),sin(a_xy),-sin(a_xy),cos(a_xy));
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float v2 =1.0;
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vec3 dir=vec3(uv*zoom,1.);
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vec3 from=vec3(0.0, 0.0,0.0);
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from.x -= 5.0*(mouse.x-0.5);
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from.y -= 5.0*(mouse.y-0.5);
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vec3 forward = vec3(0.,0.,1.);
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from.x += transverseSpeed*(1.0)*cos(0.01*time3) + 0.001*time3;
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from.y += transverseSpeed*(1.0)*sin(0.01*time3) +0.001*time3;
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from.z += 0.003*time3;
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dir.xy*=rot_xy;
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forward.xy *= rot_xy;
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dir.xz*=rot_xz;
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forward.xz *= rot_xz;
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dir.yz*= rot_yz;
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forward.yz *= rot_yz;
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from.xy*=-rot_xy;
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from.xz*=rot_xz;
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from.yz*= rot_yz;
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float zooom = (time2-3311.)*speed;
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from += forward* zooom;
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float sampleShift = mod( zooom, stepsize );
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float zoffset = -sampleShift;
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sampleShift /= stepsize;
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float s=0.24;
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float s3 = s + stepsize/2.0;
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vec3 v=vec3(0.);
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float t3 = 0.0;
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vec3 backCol2 = vec3(0.);
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for (int r=0; r<volsteps; r++) {
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vec3 p2=from+(s+zoffset)*dir;
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vec3 p3=from+(s3+zoffset)*dir;
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p2 = abs(vec3(tile)-mod(p2,vec3(tile*2.)));
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p3 = abs(vec3(tile)-mod(p3,vec3(tile*2.)));
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#ifdef cloud
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t3 = field(p3);
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#endif
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float pa,a=pa=0.;
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for (int i=0; i<iterations; i++) {
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p2=abs(p2)/dot(p2,p2)-formuparam;
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float D = abs(length(p2)-pa);
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a += i > 7 ? min( 12., D) : D;
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pa=length(p2);
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}
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a*=a*a;
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float s1 = s+zoffset;
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float fade = pow(distfading,max(0.,float(r)-sampleShift));
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v+=fade;
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if( r == 0 )
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fade *= (1. - (sampleShift));
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if( r == volsteps-1 )
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fade *= sampleShift;
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v+=vec3(s1,s1*s1,s1*s1*s1*s1)*a*brightness*fade;
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backCol2 += mix(.11, 1., v2) * vec3(1.8 * t3 * t3 * t3, 1.4 * t3 * t3, t3) * fade;
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s+=stepsize;
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s3 += stepsize;
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}
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v=mix(vec3(length(v)),v,saturation);
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vec4 forCol2 = vec4(v*.01,1.);
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#ifdef cloud
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backCol2 *= cloud;
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#endif
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backCol2.b *= 1.8;
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backCol2.r *= 0.05;
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backCol2.b = 0.5*mix(backCol2.g, backCol2.b, 0.8);
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backCol2.g = 0.0;
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backCol2.bg = mix(backCol2.gb, backCol2.bg, 0.5*(cos(time3*0.01) + 1.0));
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gl_FragColor = forCol2 + vec4(backCol2, 1.0);
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} |